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C# Player.SendDie方法代码示例

本文整理汇总了C#中System.Net.Player.SendDie方法的典型用法代码示例。如果您正苦于以下问题:C# Player.SendDie方法的具体用法?C# Player.SendDie怎么用?C# Player.SendDie使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在System.Net.Player的用法示例。


在下文中一共展示了Player.SendDie方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Use

        public override void Use(Player p, string message)
        {
            string path;

            if (message.Split(' ').Length == 1) path = "levels/" + message + ".lvl";
            else if (message.Split(' ').Length == 2) try { path = @Server.backupLocation + "/" + message.Split(' ')[0] + "/" + int.Parse(message.Split(' ')[1]) + "/" + message.Split(' ')[0] + ".lvl"; }
                catch { Help(p); return; }
            else { Help(p); return; }

            if (File.Exists(path))
            {
                FileStream fs = File.OpenRead(path);
                try
                {

                    GZipStream gs = new GZipStream(fs, CompressionMode.Decompress);
                    byte[] ver = new byte[2];
                    gs.Read(ver, 0, ver.Length);
                    ushort version = BitConverter.ToUInt16(ver, 0);
                    ushort[] vars = new ushort[6];
                    byte[] rot = new byte[2];

                    if (version == 1874)
                    {
                        byte[] header = new byte[16]; gs.Read(header, 0, header.Length);

                        vars[0] = BitConverter.ToUInt16(header, 0);
                        vars[1] = BitConverter.ToUInt16(header, 2);
                        vars[2] = BitConverter.ToUInt16(header, 4);
                        vars[3] = BitConverter.ToUInt16(header, 6);
                        vars[4] = BitConverter.ToUInt16(header, 8);
                        vars[5] = BitConverter.ToUInt16(header, 10);

                        rot[0] = header[12];
                        rot[1] = header[13];

                        //level.permissionvisit = (LevelPermission)header[14];
                        //level.permissionbuild = (LevelPermission)header[15];
                    }
                    else
                    {
                        byte[] header = new byte[12]; gs.Read(header, 0, header.Length);

                        vars[0] = version;
                        vars[1] = BitConverter.ToUInt16(header, 0);
                        vars[2] = BitConverter.ToUInt16(header, 2);
                        vars[3] = BitConverter.ToUInt16(header, 4);
                        vars[4] = BitConverter.ToUInt16(header, 6);
                        vars[5] = BitConverter.ToUInt16(header, 8);

                        rot[0] = header[10];
                        rot[1] = header[11];
                    }

                    Level level = new Level(name, vars[0], vars[2], vars[1], "empty");
                    level.setPhysics(0);

                    level.spawnx = vars[3];
                    level.spawnz = vars[4];
                    level.spawny = vars[5];
                    level.rotx = rot[0];
                    level.roty = rot[1];

                    byte[] blocks = new byte[level.width * level.height * level.depth];
                    gs.Read(blocks, 0, blocks.Length);
                    level.blocks = blocks;
                    gs.Close();

                    level.backedup = true;
                    level.permissionbuild = LevelPermission.Admin;

                    level.jailx = (ushort)(level.spawnx * 32); level.jaily = (ushort)(level.spawny * 32); level.jailz = (ushort)(level.spawnz * 32);
                    level.jailrotx = level.rotx; level.jailroty = level.roty;

                    p.Loading = true;
                    foreach (Player pl in Player.players) if (p.level == pl.level && p != pl) p.SendDie(pl.id);
                    foreach (PlayerBot b in PlayerBot.playerbots) if (p.level == b.level) p.SendDie(b.id);

                    Player.GlobalDie(p, true);

                    p.level = level;
                    p.SendMotd();

                    p.SendRaw(2);
                    byte[] buffer = new byte[level.blocks.Length + 4];
                    BitConverter.GetBytes(IPAddress.HostToNetworkOrder(level.blocks.Length)).CopyTo(buffer, 0);
                    //ushort xx; ushort yy; ushort zz;

                    for (int i = 0; i < level.blocks.Length; ++i)
                        buffer[4 + i] = Block.Convert(level.blocks[i]);

                    buffer = buffer.GZip();
                    int number = (int)Math.Ceiling(((double)buffer.Length) / 1024);
                    for (int i = 1; buffer.Length > 0; ++i)
                    {
                        short length = (short)Math.Min(buffer.Length, 1024);
                        byte[] send = new byte[1027];
                        Player.HTNO(length).CopyTo(send, 0);
                        Buffer.BlockCopy(buffer, 0, send, 2, length);
                        byte[] tempbuffer = new byte[buffer.Length - length];
//.........这里部分代码省略.........
开发者ID:allfight,项目名称:MCForge-MCLawl,代码行数:101,代码来源:CmdMuseum.cs

示例2: Use

        public override void Use(Player p, string message)
        {

            string path;
            if (message.Split(' ').Length == 1) path = "levels/" + message + ".lvl";
            else if (message.Split(' ').Length == 2) try { path = @Server.backupLocation + "/" + message.Split(' ')[0] + "/" + int.Parse(message.Split(' ')[1]) + "/" + message.Split(' ')[0] + ".lvl"; }
                catch { Help(p); return; }
            else { Help(p); return; }

            if (File.Exists(path))
            {
                try
                {
					Level level = LvlFile.Load(name, path);
					level.setPhysics(0);

					level.backedup = true;
					level.permissionbuild = LevelPermission.Admin;

					level.jailx = (ushort)(level.spawnx * 32); 
					level.jaily = (ushort)(level.spawny * 32); 
					level.jailz = (ushort)(level.spawnz * 32);
					level.jailrotx = level.rotx; level.jailroty = level.roty;

					p.Loading = true;
					foreach (Player pl in Player.players) if (p.level == pl.level && p != pl) p.SendDie(pl.id);
					foreach (PlayerBot b in PlayerBot.playerbots) if (p.level == b.level) p.SendDie(b.id);

					Player.GlobalDie(p, true);

					p.level = level;
					p.SendMotd();
					if (!p.SendRawMap(level))
						return;

					ushort x = (ushort)((0.5 + level.spawnx) * 32);
					ushort y = (ushort)((1 + level.spawny) * 32);
					ushort z = (ushort)((0.5 + level.spawnz) * 32);

					p.aiming = false;
					Player.GlobalSpawn(p, x, y, z, level.rotx, level.roty, true);
					p.ClearBlockchange();
					p.Loading = false;

					if (message.IndexOf(' ') == -1)
						level.name = "&cMuseum " + Server.DefaultColor + "(" + message.Split(' ')[0] + ")";
					else
						level.name = "&cMuseum " + Server.DefaultColor + "(" + message.Split(' ')[0] + " " + message.Split(' ')[1] + ")";

					if (!p.hidden)
					{
                        Player.GlobalMessage(p.color + p.prefix + p.name + Server.DefaultColor + " went to the " + level.name);
					}
				} catch (Exception ex) { 
                	Player.SendMessage(p, "Error loading level."); 
                	Server.ErrorLog(ex);
                }
            } else { 
            	Player.SendMessage(p, "Level or backup could not be found.");
            }
        }
开发者ID:tommyz56,项目名称:MCGalaxy,代码行数:61,代码来源:CmdMuseum.cs


注:本文中的System.Net.Player.SendDie方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。